What do you mean predictable? He’s not throwing out EX MGB randomly, he’s used it most of the time he hit s. HK. There’s no reward for the opponent knowing an EX MGB is coming after the s. HK, he can’t tech a combo lol.
Does anyone know what that combo is? I couldn’t find it in the combo thread or a suitable target combo it could be in Golden_Gunman’ guide.
(I swear I jumped on this bandwagon after MWC team tournament )
isn’t it just jump f+mk, st.lp, st.mp target combo, st.lp, st.rh xx whatever?
Whatever it is, it’s a waste of scaling.
Just do either cr.Lk > cr.LP > st.HK xx EX MGB > win
or
f+MK > cr.LP > st.HK xx EX MGB > win
^yeah that’s it… but I really don’t understand the purpose in that thing… lol everytime marn does it, it’s when he gets a crumble… and he could have just done s.hk xx ex mgb…
or instead of learning that, i’d say learn c.hp, s.hk xx (enter special here) that shit is brutal… a little weird though.
That’s cool
I didn’t see any of this, are any of the videos up yet?
Like others have said, he’s not getting “predictable” with EX MGB. He’s using it to add maximum damage and stun for every combo he lands, which is hands-down the smartest thing to do.
I don’t think you understand the definition of “predictable” and “switching things up”. Marn was switching things up constantly with his approach to Valle’s wakeup. He’d mix it up with cr. lk, overhead, throw, jump-in, focus, block, etc. And all of those options serve the ultimate goal of getting the standing RH (or “party starter” as OneHandedTerror calls it), and off the party starter, EX MGB is always the best use of meter. Because (like others said): it gets them to the corner, it gives you the best juggle options for max damage and building stun, and it gives you an opening for U2 at any point during the juggles.
Your combos
c.lk > c.lp > s.hk xx EX MGB > c.hk = 261 damage
f.mk > c.lp > s.hk xx EX MGB > c.hk = 331 damage
Marn’s combo
f.mk > s.lp > s.mp > s.lp > s.hk xx EX MGB > c.hk = 309 damage
My preferred combos
f.mk > s.hk xx EX MGB > c.hk = 346 damage (awesome punish combo + crazy easy to do…to me)
f.mk > s.hk xx LP Jet Upper > LP MGB = 304 damage (no meter + advance half the stage)
I did all of the above combos in the corner and used the c.hk as the ender just because it was the easiest to do and will land with any of them (plus setup the ultra). I personally think the combos you listed while good (especially the 2nd one) are a little harder to do timing wise than mine or Marn’s combos. That 2nd combo you listed though I hadn’t thought to do and does some sweet damage.
I prefer using the f.mk > s.hk link whenever I get the chance because of the massive damage and stun potential it brings no matter what ending you use on it. It’s also a very easy link to do so there is less room for error. As a punishment combo for a whiffed attack/lv2 focus/etc. I just don’t think it get’s any better than that, it just has soooo many enders that all do awesome damage. The Marn combo done as f.mk > s.lp > s.mp > s.lp > s.hp, is a sexy sexy combo full of dignity (and 236 damage no meter, super linkable). Of all link combos that one is easily my favorite so far.
However, the first time someone gets stung with f.mk > s.hk xx MK SSB xx Super, it will make them re-evaluate their life decisions! (does ~541 damage without any jump-in needed)
Kei
F.mk>st.hk is the way to go for punishes
Marn’s combo is the best for getting in people’s heads. He doesn’t do it for the damage, he does it to create another overhead setup.
That is the best thing I think Marn’s combo creates. If you make a mistake with the timing (too slow) then you can continue, and just turn it into a sort of block string on the fly. Since he says he’s not fully comfortable with Dudley yet I imagine that’s his biggest reason for using that combo instead of the f.mk > s.hk link instead. It’s much more damage, but the chance to continue isn’t as great afterward if you miss due to s.hk recovery timing.
Kei
Neither of the two combos I posted are punishes. They are hit confirms.
If you want to punish a crumple or a whiffed SRK I posted my punishes in the combo thread a while ago.
f+MK > st.HK xx
- (in corner) LP Jet Upper > LP MGB
- (mid screen char specific) LP Jet Upper > HP Jet Upper
- (with Ultra) LP Jet Upper > Ultra 2
- (with Super) LK Ducking Uppercut xx Super
There is no functional use for ever using a Target combo in the SF4 engine.
And if you want to avoid fucking up a link after a crumple then just do st.HK > EX MGB > Ducking Whatever, throwing in a load of extra 2 frame links isn’t going to do you any favours.
Is “Marn’s combo” character specific? I can’t land the st.HK for the life of me.
like a true gentleman. he just used dudley’s sweet science and bnbs to take care of business; full of dignity. congrats Marn and i cant wait to see you at EVO.
i have to agree the the target combo is to add pressure and mind games, because he clearly can continue to combo to build dizzy, meter and add a mixup at the end and do an overhead for reset, which he landed on Valle. he can also end the combo with a duck and throw, or reset high or low again. Where does the combo end and begin? If he messes up he can continue to block string.
Plus for punish he can just do Crouch~HP standing HK for a punish…which he has done in the last tournament. He clearly knows his most damaging punish combos to his pressure combos. It’s all about the pressure sometimes and reset the scaling for the dizzy. BIG DAMAGE.
Logan has got this right. If u are just trying to get the party started after a focus attack, u should go straight into s hk > ex mgb. focus attack already scales the combo down a lot already.
That combo with the target combo in it is super flashy and is of the utmost class but, idk about u guys but the timing is really fucked up and when i’m already dropping cr lp > s hk and cr lk> cr lp> s hk, i dont need another fancy shmancy combo like that.
On that note, cr lp, cr lp > s hk - are the two cr lp’s linked or are they cancelled? I’ve been trying to get a good timing down with that, but if i can forget the timing on the two cr lp because its unecessary, then it will allow me to concentrate on the actual cr lp> s hk link.
You can chain the c. LPs. I try to do them with the same rhythm as the c. LP s. HK link.
Thank you!
I see what you are saying, using the Target Combo to give you time to decide whether or not to continue the combo with st.LP or mix it up with a throw or even the Overhead. But that’s gimmicky as fuck and you can do that after 2 jabs as well. I can’t see that working after you’ve seen it once. But obviously in this instance he was playing Valle who had like zero match up experience.
The back dash into Rolling Thunder avoiding the cr.MK was beautiful though. It COMPLETELY mind fucked Valle and he almost stopped throwing cr.MK out after that, which he should have been doing WAY more.